Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Detect Lies. The pack alpha has the ability to tell, via body language and subtle chemical changes, when someone is lying. The alpha uses the Insight ability continuously, and makes the check at a +10. Also the alpha is resistant to illusionary magic, and has a +2 against those spells.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Teleport (Recharge 4–6). The dog magically teleports, along with any equipment it is wearing or carrying, up to 50 feet to an unoccupied space it can see. Before or after teleporting, the wolf can make one bite attack.
Description
These creatures are guardians of sacred groves and forests. Blink Wolves posses an intellect far greater than most animals. It's not uncommon for forest or fey creatures to enlist the help of a pack of Blink Wolves. Elven Rangers have seen unicorns being escorted through dangerous territory by large packs of them. Those who antagonize a pack will have to deal with some advanced tactics, initially they will be non violent. Usually if a group is unwanted in their woods they will take up turns howling late at night, spooking the group and making it difficult to sleep. If the they run, the Wolves will give chase, stopping at the edge of the forest. Any reattemps to enter their woods will be barred.